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Regional FlagPVE gear in PVP (Show MVP Posts)Source
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Bahzdwhob
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#1 - 2013/05/15 08:18:00 AM
I've seen a number of topics on various forums speculating about whether come 5.3 PVE gear will once again be BIS for some classes/specs/situations.

Not sure if this will be the case or not.

One thing I am sure about. If we get a repeat of Cat and PVE gear becomes BIS that will be the end of my sub.

Blizzard say they want to fix this. There is no need to mess around with PVP power/resilience whatever.

PVP gear is easy to farm with Honor or can be bought from crafters.

So just apply the same rule for PVE gear as already exists for some abilities, items and enchants. Simply say it cannot be used in arena and rated BG. Folk can then use their OP PVE gear in random BGs to gear up but nothing more.

Simple, job done.

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#11 - 2013/05/16 09:21:00 AM
This one is a bit of an eyeful, so be prepared for a long post. I recommend reading the whole thing, but there is a TL;DR at the end. If my memory serves me well, this will be my biggest post since joining the community team! \o/

Mírion has hit the nail on the head in pretty much all of his posts in this thread so far. Rated PvP has been seeing a decline in participants over time; however this is not because of balance issues as most people assume it to be. It is mostly due to the increased separation and distinction between PvP and PvE gear. As has been said, getting a full set of PvP gear is not really that hard in the sense of difficulty, but it is when you consider the grind and the feeling you get in those first few steps of PvP without the right gear.

I am sure that most, if not all of you here have at least once had the experience of entering into PvP either late in an expansion or season. If you have, then you know how difficult the process of getting your honor set and first few conquest pieces is. You start off by getting hit by trucks and attacking back with the damage of a wet noodle, as your gear gets better though, the experience improves and you start having fun. But you have to remember that it's those first few steps which are the most crucial to people continuing their PvP experience.

This separation of gear has caused a decrease over time in the number of PvP participants because the first few steps into PvP are so daunting for those who try it that the turnover results in a drop rather than an increase. For PvP, because so many people get scared away from it when they first have a go, you have much less "fresh blood", so to say. This ends up resulting in there not being enough new players sticking with PvP to compensate for those that decide to move onto something that is better suited to them.

Let's take two examples of people who are taking their first steps in PvP right now and making their decision if this is something they want to keep doing:
  • Player A is an established raider. They’re geared out in some pretty sweet ToT items, but wants to try out something new.
  • Players B is a freshly dinged level 90. They’re keen-eyed to try out PvP and has their crafted PvP set.
  • And to have them here to be used in the two below examples, Tyrannical, the BiS PvP geared player having a bit of fun in battlegrounds.

Now the below scenarios are extreme cases, you will not always be coming across a BiS person in PvP, and there are ways in which to increase your enjoyment when starting out such as playing with friends. While a lot of players will push through this initial hurdle and start to enjoy their time in PvP, I just want to give you some examples of what a first time experience can be.

Epic storytelling time #1:
Player A:
A enters an Arathi Basin match, bright-eyed and keen to try out this aspect of the game that's entirely new to them. The gates open for A and they charge off to Lumber Mill and engage their new-found foes. They are having a jolly time doing some decent damage and even scoring a kill while no one is attacks them, however then Tyrannical on the opposing side decides to attack A and he dies in an instant. A wonders what happened, but ignores the occurrence the first time.

A resurrects at base and heads out into the battle, but the same thing keeps happening — A goes into battle, gets attacked and dies. They get tired of this happening repeatedly and decide that PvP is not quite their cup of tea.
Epic storytelling time #2:
Player B:
B just got their Crafted Dreadful Gladiator's gear and an okay BoE weapon from the Auction House. They queue up for a battleground and get thrown into Twin Peaks, ready for battle they run out of the gates bearing down on the opponents flag, eager to capture it and bring glory to their team.

Another person manages to grab the flag before B can reach it, but that's okay — B now wants to go take down the enemy flag carrier. Little to B's knowledge, Tyrannical has the flag and is running along to bring it to their base. B intercepts Tyrannical and starts attacking as hard as he can but is doing little to take away from Tyrannical’s health. Tyrannical decides that the damage B is doing, while minimal, is becoming a nuisance, B is attacked and dies in moments. Like A, B ignores this first occurrence and decides to head back in to battle. But after this situation is repeated they become frustrated by doing so little damage and dying so quickly. They give up on PvP and move on to another aspect of the game where they feel they can make a more meaningful contribution.

As you can see, both players entered into PvP, bright-eyed and looking to have some fun, but they were met with a brick wall as they began their journey. Because of this brick wall that they encountered though, their motivation waned until they gave up and eventually decided to move to something else. The changes that we have planned for patch 5.3 are designed to improve the first time PvP’ers experience to try and increase the retention rate of newcomers to the scene.

The change will also ensure that PvP gear remains the best possible choice for PvP, do not fret over this. What we is to improve the experience for those starting out in PvP and as such increase the pool of players and the size of the community; which in-turn makes the experience of current PvP’ers playing the game that much better too.

TL;DR — The changes help increase the size of the PvP community and makes PvP more welcoming to new players, without making PvE gear BiS.

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#13 - 2013/05/16 09:35:00 AM
16/05/2013 10:27Posted by Mírion
without making PvE gear BiS.


Is something I'm a bit scared off, since you nerfed the PvP gems it just seems like the pure stat gems will be better. Hope you're keeping an eye on them.
However any additional gem sockets come at the cost of the Ilvl budget, lowering some other stats. Base stats will be near, if not exactly identical when scaling comes into account. The reason that PvP gear will be stronger is because of the PvP power stat that is not taken into account for the Ilvl budget on items.

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#16 - 2013/05/16 10:00:00 AM
Doesn't that just mean that everyone - everyone will gem for intellect in all slots in PvP gear? Pretty much making the PvP gems useless.

And since the scaling down of PvP power are you sure the pure intellect gems might not make the PvE items a bit to viable? I don't mind if people use a couple of off pieces for a bit more haste and crit but maybe trinkets will be a bit to strong?

In the blog you posted it said that you removed resilience on "most" pvp pieces, are they still on trinkets?
At this time Medallions still have Resilience on them, Insignias, Badges and Emblems do not have resilience. This can possibly change in the future, but right now we will be keeping an eye on trinkets to ensure that they do not become a problem.

16/05/2013 10:47Posted by Jhamaz
what about player C ?
I was giving some examples of situations where players take their first few steps into PvP. The examples I gave were enough to display the point behind the post, any more would have just made it far too big for anyone to read.

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#26 - 2013/05/16 11:51:00 AM
16/05/2013 12:26Posted by Jhamaz
anyway... without these double proc, how do you kill a healer?
Coordinating burst and having good CC timings and effective target swaps. I take it from your posts that you are referring to difficulties killing a healer solo, first off — bad idea; it's do-able, but I would definitely recommend going at them with a friend. Healers are built around the concept of being able to, if played well, keep a team of three players alive against another team of three players, generally 2 DPS and a healer. If a healer was designed to be taken down by a single player in a 1v1 situation, then what kind of hope would they have in keeping a group alive in arenas or battlegrounds?

Healers can be killed and are far from being immortal, you just need to apply the appropriate pressure and play your cards right.

begin with ... these trinket should not even exist, or certainly should not be allowed to use them in pvp.

these trinkets currently have a unique function spoil the game.
Those trinkets offer a different playstyle and have received multiple changes to adapt them for PvP. Not only this, but those trinkets will also be susceptible to the same effects of the Ilvl cap as every other piece of gear in patch 5.3.

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#31 - 2013/05/16 12:27:00 PM
16/05/2013 12:51Posted by Cheatara
There is a PLAYER C which you didn't consider in your example. Player C enters a Battleground to get trashed like player A and player B but does not quit.
16/05/2013 10:21Posted by Nakatoir
While a lot of players will push through this initial hurdle and start to enjoy their time in PvP, I just want to give you some examples of what a first time experience can be.
But I do understand where you are going with your post. But if the situation you give is accurate, then once that player reaches full BiS PvP gear, they will just stop until a new season comes around. A better way to entice people like this to play and continue to play is not to just offer them a way to enhance their characters power which is quite limited in how far it can go, but rather to also provide other rewards like those planned for patch 5.3. Some of the rewards we have planned are for when players reach 2500 rating, they can get a special tabard and a cloak. We also are thinking of potentially adding in rewards for accomplishments such as X number of RBG's or Arenas won.

Also, I am not sure where the progression of gear is being halved. The gear progression is no different from what it has been in previous seasons (Elite weapons being the exception), outside of the start of Season 13 where Elite gear was better than the normal one. In all previous seasons the progression was as follows:
  • Crafted PvP gear
  • Honor Gear
  • Conquest Gear
  • Elite weapon (Only one that was an upgrade)/cosmetic elite upgrades


Now the progress of gear will be as follows:
  • Crafted PvP gear
  • Honor Gear
  • Conquest Gear
  • Cosmetic upgrades

So in the end, the progression of gear has not really changed apart from the Elite weapon just becoming a cosmetic improvement. All this change is doing is leveling out the playing field a bit more to make entry into PvP a lot less daunting to help welcoming more people into the PvP community — this helps the entirety of the PvP community, even the player C you mentioned as they now have more people to play against.

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#33 - 2013/05/16 12:48:00 PM
You don't get ilvl 440 gear and go to take on Ra-Den.... that is why there is other raids and LFR to gear up and "progress" to finally take down Ra-Den one day. The point is to grind and get the gear to be able to do so.

Same with PvP. You don't just slap on gear and expect to take down a fully geared PvP player, that is just silly and should not be accomplished by someone with PvE gear.
PvE however has dungeons, heroics, LFR and then raiding in order to ease you into the process, so you are able to participate in gear appropriate content until you are able to enter raids. When a PvP player starts off their journey, they have no equivalent of dungeons where the health and damage of their opponent isn't insurmountable. They are thrown straight into a raid, where they have to overcome a raid boss with the gear you would normally use in a normal dungeon.

16/05/2013 13:17Posted by Chilovego
Why not make BG with a ilvl cap and pitch players with a certain amount of PvP ilvl against each other and those with better gear against their counterparts.
That's kind of what this change does, without diminishing the overall pool of players. It also accomplishes multiple other tasks as well, such as helping prevent PvE gear in PvP.

16/05/2013 13:33Posted by Cheatara
I was refering to the gear grind through the upgrade system in patch 5.1
This system got a lot of disapproval from the PvP community, from the feedback we received it was deemed best for it not to return in patch 5.2 or 5.3, which I am sure a lot of people here are glad to hear.

16/05/2013 13:33Posted by Cheatara
and, as you said, the expected elite gear in patch 5.2 which was abandoned during the first few weeks in favor of the 5.3 system.
This was removed because the gear inflation that would have occurred with season 14 would have been immense. Also, the difference between someone starting out in PvP and someone in full elite would have been too big. The new system for 5.3 was developed and deemed more appropriate and better for the community as a whole.